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Hey BG designer folks, please critique my outline for my new design and if possible give me a rating 1-10 on how much you'd like to play it based on this description. The working title is 12 Angry Dice and it's a courtroom drama simulation (abstraction) for 2 players and is intended as a good couple's game. The basic mechanic is a riff on area control, each juror is represented by 1 of 4 colors of 6 sided dice (r,g,y,b) that represents what type of evidence influences them. The dice are placed randomly in 2 rows of 6 to simulate a juror's box and set on 3 or 4 in staggered pattern to start. Defense wants to get all the dice as low as possible to score points, prosecution wants them all as high as possible to score points. Dice are manipulated up or down using cards. The beginner's game has players simply drawing hands and playing them out one at a time. The advanced game has players drawing 8 cards each and drafting their hands each round by keeping a card for themselves and drafting one for their opponent each time the hands are passed, so you will wind up with 4 cards you have chosen for yourself and 4 your opponent has chosen. The cards are then played out one at a time to affect the dice. The cards have effects ranging from "adjust any blue die up or down up to 2 pips", "invert any green die" or "pick up and roll all red dice". Scoring is based on the end results of the dice in addition to hidden "closing argument" cards which award bonus points in various ways such as "Score all blue dice as if they were a 3 or 4 your choice" or "+1 vp for each odd die face showing". Players start the game with 1 closing argument card and get a new one (totally random) each round.
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# ¿ Dec 11, 2012 17:34 |
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# ¿ May 2, 2024 15:34 |
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Just finished up the card files for the Alpha playtest of 12 Angry Dice. Anybody interested in playtesting? All you'd need are 12 d6 (3 each in red, green, blue and yellow, or some way to proxy that) and a way to mock up cards. I have the card file ready to go and the rules ready to go. I don't have plat so please just post here or hit me up at my username@gmail.com to volunteer.
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# ¿ Dec 12, 2012 19:22 |
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Nemesis Of Moles posted:Now that the November design contest is over, I'm hoping we get a bunch of new posters looking for help with their designs :shobbon: I'll happily look at your sell sheet if you playtest my game (:
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# ¿ Dec 13, 2012 16:43 |
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I don't know exactly what a publisher would think but I love the sound of it. Kind of like a more academic "Once Upon a Time" type game. Nemesis Of Moles posted:Works for me, emailing you. Be warned, I am awful at fitting in games.
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# ¿ Dec 13, 2012 18:13 |
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Playtest Report for 12 angry dice Got in the first two games this Friday with my wife. Game actually plays fairly well. Discovered a major issue in that one of the alleged power cards was in fact awful in it's wording and needed to be reworked but is working as intended now. Had Cody Jones over for games yesterday and got him to take a run through and he gave it an initial thumbs up. All games played of it so far are running close in scores. Is it a good thing if all the scores of your playtest game run within 1-2 points of each other? I would love to believe it's just because it's well balanced but I'm slightly worried that it's in fact because the saminess of the actions to take results in obvious best plays that result in samey scores. I don't really think that's the case however because players have been taking plenty of time considering options and no one has said that they felt a lack of control at any point.
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# ¿ Dec 17, 2012 16:29 |
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xopods posted:So yeah. Try to determine if your players are taking time about a decision because they're actually thinking about which of two or more distinct scenarios they prefer, or whether their time is being spent just trying to see a difference between two options that produce very similar results. Fair enough. The game has a drafting phase and a card play phase and I certainly think that there are real and important decisions to be made in the first phase while the second may seem a little more obvious or illusion of choice. However with some of the luck based elements coming into play here (should I roll that die and try for more points or leave it alone to be safe?) as well as objections (basically counterspells) creating some tension of when and what order to play things in I would imagine that there is real analysis going on. Only repeated testing will yield answers!
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# ¿ Dec 17, 2012 17:21 |
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muuphish posted:Playtest report for 12 Angry Dice. A bit later than I would have liked but you play when you can play. Thanks for the feedback! The change on scoring is an interesting one and probably one I'll try (knew I would at some point). I wanted to keep the scores close in the game but maybe spreading them out a bit more will help out. I'm experimenting with a few changes at present and I'd love to hear your thoughts at first glance. 1. I've modified the small single and medium double cards to make them more interesting and harder to ignore when drafting. a. Small singles now move a die 1 pip +1 per card of that color that you have played that turn. So if you play a small single yellow after playing a yellow inverter and a medium double, it would move a die 3 pips b. Medium doubles now let you split up the two pips of movement if you want to, giving it some flexibility making it harder to ignore c. The large triples remain powerful but more limited in scope I wanted to bring all of them more in line so it wasn't so simple to just toss the small singles off on your opponent as junky cards, but depending on what the hand looked like you would have to really think about it. 2. Objections don't work automatically anymore. I found that objections were likely the most powerful card and first card drafted in each hand. To make it a little more interesting I've tweaked it to require a 2+ roll on a d6 (separate, not a juror) for the first objection played. If you play a second objection, it'll require a 3+ ect ect...I'll also be testing out having it require a higher roll for EVERY objection played, not just your own, which would really increase the strategy in terms of when in the turn you played them vs. waiting for your opponents power cards.
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# ¿ Dec 20, 2012 18:27 |
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12 Angry Dice Test report. Had a great game with the new versions of the cards. I think they make the decisions a lot more interesting in the early draft phases. I also love the new objection cards and it made a huge impact on this game. Final score in this one was Me:21 Wife:9 I'm pretty sure this was a result of several strategic and tactical errors on my wife's part and I'm pretty sure at this point that the game doesn't just play itself with obvious choices. The really interesting bit was that this would have actually been 30-6 if my second and final objection of the turn hadn't been overruled by me rolling a 2 when I needed a 3+.
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# ¿ Dec 21, 2012 16:45 |
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Also, Gamesalute takes open submissions (though they're temporarily closed till after Jan 1). This isn't actually to publish your game, but to effectively help you get your art, graphic design, production, fulfillment and kickstarter guidance all set up for you. Basically they do everything a publisher does (and supposedly at a higher margin for the designer).
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# ¿ Dec 23, 2012 02:58 |
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# ¿ May 2, 2024 15:34 |
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xopods posted:Thread's been quiet over the holidays, presumably because I've been busy scrambling to meet my deadline, and everyone else has been busy stuffing themselves with turkey/latkes and playing with Christmas/Hanukkah gifts. I definitely have a resolution to get my mechanics hammered out and settled for 12 Angry Dice and then start working on the themeing the cards and getting at least some clipart/stock photos to use as art for the cards to spice it up a bit. I definitely have a goal to get it into publishers hands by June at the very latest.
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# ¿ Jan 2, 2013 04:49 |